As the tin says, if you GM/Play ACKS why do you like it? What makes it better/different from other OSR games? Interesting mechanics, clever twists of old ones, settings I want to know everything.
Good:
Rips off BECMI (pretty much the whole economic system is from BECMI)
Lots of classes
Ancients inspired setting, which is much more fitting for D&D than medieval
No single saving throw
Level titles
Bad:
Level limits (14 to 10 depending on the class)
Bizarre to hit system that essentially reverses THAC0. You have a number needed to hit (Attack Throw) and add the armor class to it. high level monsters have a negative attack throw
It's not a bad game (except the to hit thing which is huge, IMHO), but it's not nearly as novel as its supporters claim
A lot of the economic simulator isn't in the BECMI rules or Gazetteers, but it does take a similar bottom-up approach to economy & taxation which I like, based on the individual & the silver/gold piece, it makes it very scalable in a way that systems based around abstract 12 mile hex 'provinces' and bars of gold tend not to be.
Not a fan of the to-hit system; I'm not a fan of the old school saving throws either; definitely prefer Swords & Wizardry there. The 14 levels thing based off BX is ok and keeps the game more grounded by limiting spell/magic power somewhat.
I don't actually run ACKS though I may eventually do so, likely with Dwimmermount, but it has tons of lootable stuff for an OSR style D&D campaign. I find it much more accessible than more fashionable Sine Nomine stuff like Red Tide/An Echo Resounding, but it occupies a similar BX-based design space.
I won't try and sell you on it, or off if, but I will give you my thoughts. I haven't played it, but I've been studying it fairly closely of late.
I participated in maybe 3 or 4 sessions of BECMI back in the day, which is my entire experience with this branch of D&D, but I decided randomly just recently that I wanted to try out some B/X. My general impression was that ACKS is a well-regarded B/X clone with an emphasis on domain management, so I decided to pick it up.
First, it's not really a B/X clone at all -- it's a game based on B/X. You can pretty much strip everything extra out and get back to something quite close to B/X, but there's quite a bit added on top.
It provides a lot of tools for utilising henchmen and hiring specialist NPCs, and does have a pretty robust set of rules and guidelines for high-level, non-adventuring antics. There are rules for running thieves guilds, conducting magical research, building and expanding domains, etc ... Mages, for example, are given incentives to amass private libraries and build magical workshops.
At the basic adventuring level, there are numerous departures from B/X, layered over a solid B/X core. Most such departure are well done, IMO, although a few are questionable. I get the feeling it's quite easy to use the bits you want and ignore the rest in favour of default B/X.
Fighters
Fighters (and classes with a fighter attack progression) get a damage bonus at something like levels 3, 7 and 11. They also get a number of cleaves equal to their level -- so if you get a kill, you get another attack. Get another kill, get another attack, up to the limit. This is a fairly nifty variant on the multiple attacks vs 1HD creatures, which applies against any opponent. In AD&D, I just let fighters roll a die based on their level (eg, d6 if you're level 6) and kill that many 1HD creatures a round, but I like the ACKS cleave. Classes with cleric/thief combat progressions gain cleaves at half the fighter rate.
Mages
Mages can free-cast, but have a fairly restricted list of spells to choose from. I believe that in B/X, the number of spells a magic user knows is equal to the number of spells they can cast per day. ACKS expands the number of known spells with bonus spells for high Int. I'm always leery of power creep with magic users in D&D, but I don't mind this ACKS method, as it doesn't give extra spells per day, unlike 2e and 3e specialists, and the spells the mage can choose from is typically going to be a similar or smaller range than for a 1e magic user. As mages find new spells, they can add to their repertoire if they are allowed to know more. If they have reached their limit, spells can be swapped in and out, but this takes weeks and thousands of gp, so it's not something you do willy-nilly. I actually quite like this too.
Clerics and Thieves
Pretty much stock, B/X, as far as I can tell.
Demi-Humans
No halflings. Dwarves and Elves each get two classes to choose from in core rules, and a few more each in the Players Companion. There are level limits, but most cap at 12 and, given they will typically be lagging a level behind anyway thanks to higher XP costs, there's not a huge effect in a game that goes to 14th level.
Other Classes
There are a bunch, especially if you pick up supplements (I have the Players Companion, but no interest in the Heroic Companion. Most seem to be pretty well balanced, although there is a bit of redundancy (eg, Explorer, Barbarian and Elven Ranger all all just variants on the outdoorsman). Use them or don't as you see fit.
High Level Spells
Magic user spells go to level 7, clerical spells to level 5. Higher level spells can be cast as rituals (taking weeks, requiring magical workshops and expensive materials) on reaching level 11. I think that's pretty nifty.
Proficiencies
These are basically 3e feats, and I suspect this turns off a lot of people that are after an actual B/X clone. Many are designed primarily to be taken by NPC and henchmen specialists. Most of the more PC-useful ones are fairly limited in scope. Fighters can get a small bonus for fighting styles (eg, +1 AC for weapon and shield style, +1 Initiative for pole arm style, +1 damage for 2-h weapon style). Weapon focus allows double damage on a natural 20. Some classes can get watered down thief skills, thieves can bump up their existing skills a little (few people will consider the latter a bad thing). I'm a little leery of some of the mage-based proficiencies, which can increase elemental spell damage, hinder target saves or increase effective level for particular types of magic etc ... but they don't seem grossly overpowered, and mages do have the most limited access to proficiencies.
Overall, the proficiency system seems pretty good to me, but it does make character gen more time consuming. As a partial fix for this, each class optionally comes with a default starting proficiency set, and the Players' Companion provides a few more templates for each class, that can speed the process.
Reaction Rolls
I believe the reaction table is close to or identical to the standard 2d6 B/X table. However, it's way too easy to get bonuses. There are a bunch of proficiencies giving (stackable) +2s, and the benefits of Cha are greatly inflated from B/X. On a 2d6 table, the whole thing quickly falls apart. The standard (quasi-official-but-not-really) fix is to use a 3d6 reaction table instead. I will probably just rein in the bonuses considerably.
Attack Rolls
Ascending AC with THAC0. WTF? It's perfectly viable, but it serves no real purpose other than requiring conversion to use monsters/NPCs from systems that use 3e-style ascending AC and from systems using descending AC THAC0. Conversion isn't hard, but it shouldn't have been necessary.
Death
If you reach 0-hp, you roll on the mortal injury table once someone treats you. There is a modifier based on how long before you get treated, and how far below 0 you went. Dumping a cure spell doesn't give you hp back at this point, but does give you a bonus to the check. There may or may not be lengthy recover period required. I was initially worried that the table is a bit too generous, and makes lethal results a little too rare. Then I noticed that plenty of the non-lethal results come with crippling injury that would retire the character anyway, unless they have access to very high level healing magic. That's actually a nice touch.
Resurrection spells don't require a Con check, but come with their own table, with penalties to the roll accruing each time you're brought back. After a few times, you might not come back, or you might wish you hadn't. This is also nice touch.
Other Notes
1-in-6, 2-in-6 skills checks for things like spotting secret doors or detecting slopes, as well as % thief skills all become d20 rolls. Everyone gets base chances to hear noise, detect traps when searching etc, although the chances are quite low unless you have thief skills or racial abilities. I dare-say this rubs some people the wrong way, but it's easy enough to ignore these in favour of descriptive searching, or just use the low defaults as a fall back, so if you try turning the torch sconce, you activate the secret door, but you can just roll and hope you get lucky if the group isn't the mood for describing every last action.
Final Thoughts
Overall, I'm glad I picked ACKs over a truer B/X clone such as LL. I approve of most of the design decisions, and feel comfortable using the bits I want and tinkering with the rest to get the game I'm after.
Hey! I'm the designer of the game. Thanks for your interest.
ACKS has now been out for almost a decade and in that time it has grown tremendously. The core rules are a hybrid of BX and BECMI with some careful tuning of some prices to fix the economy. The rest of the supplements enormously expand the game. As a result, playing with just the core book yields a very different game than the game that results if you use, e.g. Domains at War, Player's Companion, Lairs & Encounters, Heroic Fantasy Handbook, and Axioms. For instance, Axioms #3 offers a major overhaul of the domain rules that are both more realistic and simpler to use in play, Player's Companion has class- and spell-building rules, Domains at War has a full Warhammer-style miniatures game for mass combat, and so on.
(As far as I can tell, my frenemy JeremyR has only read the core rules and our first adventure, so much of what fans most love about the system he doesn't even know about. He also keeps refusing my kind offers to send him review material to see for himself, so take that for what it's worth.)
I would say if you just want a straightforward adventure-in-dungeons-and-wilderness retro-clone, ACKS is quite serviceable, but it's not remarkably better or worse than a lot of competitor's games. The cleaves and damage buff for fighters help keep the fighters and mages balanced. But I think ACKS really shines if you either (a) love to tinker under the hood and want to 'see the math" or (b) are inspired by the idea of mass combat and domain play. For those, I think it's best in class. At this point its domain play and mass combat systems are considerably deeper and broader than those found in the TSR-era Battlesystem, BECMI, and Birthright.
I can offer a more detailed breakdown of Core ACKS vs. supplements (ACKS v1.25, as some of the fans call it), if that's of interest.
Quote from: amacris;1109588I can offer a more detailed breakdown of Core ACKS vs. supplements (ACKS v1.25, as some of the fans call it), if that's of interest.
Yes please!
Quote from: amacris;1109588Hey! I'm the designer of the game. Thanks for your interest.
ACKS has now been out for almost a decade and in that time it has grown tremendously. The core rules are a hybrid of BX and BECMI with some careful tuning of some prices to fix the economy. The rest of the supplements enormously expand the game. As a result, playing with just the core book yields a very different game than the game that results if you use, e.g. Domains at War, Player's Companion, Lairs & Encounters, Heroic Fantasy Handbook, and Axioms. For instance, Axioms #3 offers a major overhaul of the domain rules that are both more realistic and simpler to use in play, Player's Companion has class- and spell-building rules, Domains at War has a full Warhammer-style miniatures game for mass combat, and so on.
(As far as I can tell, my frenemy JeremyR has only read the core rules and our first adventure, so much of what fans most love about the system he doesn't even know about. He also keeps refusing my kind offers to send him review material to see for himself, so take that for what it's worth.)
I would say if you just want a straightforward adventure-in-dungeons-and-wilderness retro-clone, ACKS is quite serviceable, but it's not remarkably better or worse than a lot of competitor's games. The cleaves and damage buff for fighters help keep the fighters and mages balanced. But I think ACKS really shines if you either (a) love to tinker under the hood and want to 'see the math" or (b) are inspired by the idea of mass combat and domain play. For those, I think it's best in class. At this point its domain play and mass combat systems are considerably deeper and broader than those found in the TSR-era Battlesystem, BECMI, and Birthright.
I can offer a more detailed breakdown of Core ACKS vs. supplements (ACKS v1.25, as some of the fans call it), if that's of interest.
Thanks and yes!
OK, let's see then.
ACKS + Free Domains at War Introductory booklet:
- All domains are feudal; one lord is both landlord and governor
- Domains must be contiguous
- Vassals limited to number of henchmen of lord
- Vassals can have vassals
- Income and expenses are a mix of flat fees, per-family fees, and percentages
- Vassals pay a percentage of their income to their lord - this creates recursive math
- All armies are feudal levies
- Rules for raising armies, waging military campaigns, and resolving clashes with simple d20 drolls
- Interest rate (implicit in many mechanics) defaults to 3% per month
- Land price defaults to 50gp per acre
- Rules for creating magic items, making undead, crossbreeding creatures
- Rules for thief's guilds to be engaged in hijinks (downtime criminal operations)
- Rules for mercantile trade (based on those from BECMI)
Axioms 3 Update
- Landlordship and governorship can be separated
- Senatorial realms can be created
- Freehold/republics can be created
- Domans can be discontiguous
- Lords can have vassals who are not henchmen
- Income and expenses are all per family, making math easier
- Vassals pay a tribute determined by rank and realm size - no recursive math
- Standing armies are available
- Interest rate rules expanded
- Land price rules expanded
- Mercantile trade rules expanded
- Detailed explanation of economics of peasants
- Mathematics of farms, livestock herds, coinage circulation explained
Player's Companion
- New rules for creating classes
- New rules for creating spells
- New rules for experimenting during magic research
- Many new classes and spells
Lairs & Encounters
- Lairs for every monster, with a few dozen maps
- New rules for harvesting monster parts for sale or magic research
- New rules for creating monsters
- New rules for advancing monsters in level, adding proficiencies for monsters, and adding ability scores to monsters
- New rules for taming and training monsters as guards, mounts, and pets
- Some new monsters
Domains at War: Campaigns
- New rules for raising armies, training troops
- New rules for campaigning, including supply, recon, interrogating prisoners, foraging, looting, sacking, pillaging
- New rules for constructing strongholds included labor conscription
- New rules for blockading, circumvallating, investing, and assaulting strongholds
- Extensive lists of troop types for all humanoids
Domains at War: Battles
- Complete tabletop boardgame for resolving pitched battles and assaults on strongholds
- Advanced rules for using your PCs as commanders and heroes in mass combat
- Advanced rules for terrain, ambushes, meeting engagements, etc.
- Advanced rules to calculate Battle Rating for troops for use in mass combat
- Advanced rules to scale battles up and down from platoon scale (1 unit~30 men) to brigade scale (1 unit~2000 men)
Heroic Fantasy Handbook
- New type of magic, "eldritch", simulates heroic fantasy styles better
- New rules for spellsinging (dynamic spell creation and casting)
- New rules for ceremonial magic
- New rules for thieves to improve their utility
- New rules for Fate Points
- New rules for heroic codes, heroic funerals
- New rules for critical hits
- Many new classes and spells
- Some new monsters
Other Popular Axioms Content
- Rules for beastmen domains and playable character classes
- Rules for 0-level cantrips (hedge magic)
- Rules for abstract dungeoncrawling and wilderness exploration
- Rules for stocking the wilderness with points of interest
- Rules for gladiatorial combat
- Advanced rules for thieves' guilds and hijinks with many new hijink types
- Many new classes and monsters
ACKS is a masterwork.
To understand why I say this, travel back with me... to the Misty Days of Yore, to Jolly Ole England, and meet a group of wargamers calling themselves the Society of Ancients...
One of their members, a gentleman named Tony Bath, took on the ambitious project of refereeing not just a series of unconnected tabletop battles for this fellow Ancients, but an entire campaign of interconnected and related battles, all set in his tweaked version of Robert E. Howard's Hyboria. He documented his experiences as referee of the Hyborian Campaign, as it came to be known, in a book titled "Setting up a Wargames Campaign". In that book, Bath described the kinds of challenges presented by that project, the steps he took to meet those challenges, and ideas for other means of doing the same. What he declined to do, while acknowledging that he had been approached to do so, was to codify his process into a definitive set of rules for running such campaigns. Instead, he left it to each referee to tackle such a project in the freeform manner that was common to gaming in those days.
Let us return to today...
Standards in the gaming community, and even the most commonly played game types, have changed. RPGs supplanted wargames (and were in turn supplanted for a time by CCGs); yet wargaming lives on. And there is an increased expectation for definitive rules for different kinds of gameplay; whether that is for good or for ill is a different discussion.
What Autarch (amacris) has done with the combination of ACKS and the full Domains at War set (Campaigns and Battles) is to accomplish what Tony Bath, for his own valid reasons, declined to attempt. Taken together, you have a full set of rules for your own analog to the Hyborian Campaign, whether you start with a bog-standard RPG set up and build up from there, or start with a full setting built by ACKS rules and go straight to the wargames. Or anything in between.
Thus, ACKS is a masterwork.
Quote from: RandyB;1109654ACKS is a masterwork.
To understand why I say this, travel back with me... to the Misty Days of Yore, to Jolly Ole England, and meet a group of wargamers calling themselves the Society of Ancients...
One of their members, a gentleman named Tony Bath, took on the ambitious project of refereeing not just a series of unconnected tabletop battles for this fellow Ancients, but an entire campaign of interconnected and related battles, all set in his tweaked version of Robert E. Howard's Hyboria. He documented his experiences as referee of the Hyborian Campaign, as it came to be known, in a book titled "Setting up a Wargames Campaign". In that book, Bath described the kinds of challenges presented by that project, the steps he took to meet those challenges, and ideas for other means of doing the same. What he declined to do, while acknowledging that he had been approached to do so, was to codify his process into a definitive set of rules for running such campaigns. Instead, he left it to each referee to tackle such a project in the freeform manner that was common to gaming in those days.
Let us return to today...
Standards in the gaming community, and even the most commonly played game types, have changed. RPGs supplanted wargames (and were in turn supplanted for a time by CCGs); yet wargaming lives on. And there is an increased expectation for definitive rules for different kinds of gameplay; whether that is for good or for ill is a different discussion.
What Autarch (amacris) has done with the combination of ACKS and the full Domains at War set (Campaigns and Battles) is to accomplish what Tony Bath, for his own valid reasons, declined to attempt. Taken together, you have a full set of rules for your own analog to the Hyborian Campaign, whether you start with a bog-standard RPG set up and build up from there, or start with a full setting built by ACKS rules and go straight to the wargames. Or anything in between.
Thus, ACKS is a masterwork.
That's about the finest compliment anyone could extend - thank you. I was a wargamer before I was a role-player, and Tony Bath and the Hyborian Campaign were a huge inspiration to me.
Quote from: amacris;1109588(b) are inspired by the idea of mass combat and domain play. For those, I think it's best in class. At this point its domain play and mass combat systems are considerably deeper and broader than those found in the TSR-era Battlesystem, BECMI, and Birthright.
I can offer a more detailed breakdown of Core ACKS vs. supplements (ACKS v1.25, as some of the fans call it), if that's of interest.
This really piques my interest.
Birthright is by far my favorite campaign setting, and I'm looking to run a campaign in the world of Aebrynis next year. My original plan was to simply go with AD&D2E all over again, but if ACKS offers improvements over Birthright's own system for mass battles, it would be something nice to consider.
Quote from: BronzeDragon;1109663This really piques my interest.
Birthright is by far my favorite campaign setting, and I'm looking to run a campaign in the world of Aebrynis next year. My original plan was to simply go with AD&D2E all over again, but if ACKS offers improvements over Birthright's own system for mass battles, it would be something nice to consider.
Check out these reviews for details to decide if it's right for you:
https://originsofadarkgod.wordpress.com/2014/07/17/453/
http://www.castaliahouse.com/review-domains-at-war-battles-by-alexander-macris/
Quote from: amacris;1109659That's about the finest compliment anyone could extend - thank you. I was a wargamer before I was a role-player, and Tony Bath and the Hyborian Campaign were a huge inspiration to me.
It shows. :)
Quote from: BronzeDragon;1109663This really piques my interest.
Birthright is by far my favorite campaign setting, and I'm looking to run a campaign in the world of Aebrynis next year. My original plan was to simply go with AD&D2E all over again, but if ACKS offers improvements over Birthright's own system for mass battles, it would be something nice to consider.
ACKS doesn't have Birthright's special powers (I forget what they were called), but I'd bet that you could use the tools in ACKS to create them for yourself if you wanted them.
Quote from: RandyB;1109654ACKS is a masterwork.
To understand why I say this, travel back with me... to the Misty Days of Yore, to Jolly Ole England, and meet a group of wargamers calling themselves the Society of Ancients...
One of their members, a gentleman named Tony Bath, took on the ambitious project of refereeing not just a series of unconnected tabletop battles for this fellow Ancients, but an entire campaign of interconnected and related battles, all set in his tweaked version of Robert E. Howard's Hyboria. He documented his experiences as referee of the Hyborian Campaign, as it came to be known, in a book titled "Setting up a Wargames Campaign". In that book, Bath described the kinds of challenges presented by that project, the steps he took to meet those challenges, and ideas for other means of doing the same. What he declined to do, while acknowledging that he had been approached to do so, was to codify his process into a definitive set of rules for running such campaigns. Instead, he left it to each referee to tackle such a project in the freeform manner that was common to gaming in those days.
Let us return to today...
Standards in the gaming community, and even the most commonly played game types, have changed. RPGs supplanted wargames (and were in turn supplanted for a time by CCGs); yet wargaming lives on. And there is an increased expectation for definitive rules for different kinds of gameplay; whether that is for good or for ill is a different discussion.
What Autarch (amacris) has done with the combination of ACKS and the full Domains at War set (Campaigns and Battles) is to accomplish what Tony Bath, for his own valid reasons, declined to attempt. Taken together, you have a full set of rules for your own analog to the Hyborian Campaign, whether you start with a bog-standard RPG set up and build up from there, or start with a full setting built by ACKS rules and go straight to the wargames. Or anything in between.
Thus, ACKS is a masterwork.
Quote from: amacris;1109659That's about the finest compliment anyone could extend - thank you. I was a wargamer before I was a role-player, and Tony Bath and the Hyborian Campaign were a huge inspiration to me.
So would any of you say it's easy to turn ACKS into a wargame? Has anybody done so?
Quote from: GeekyBugle;1109695So would any of you say it's easy to turn ACKS into a wargame? Has anybody done so?
Well, there's no need to turn it into a wargame, it already has a fully-integrated wargame. If you click the links above, you can read about the wargame, called Domains at War: Battles.
It essentially can seamlessly segue from RPG to wargame and back.
ACKS is good stuff, stands up there with Harn material. And because the authors took the time to explain its underpinnings it is readily adaptable to other clones and other RPGs.
Quote from: amacris;1109707Well, there's no need to turn it into a wargame, it already has a fully-integrated wargame. If you click the links above, you can read about the wargame, called Domains at War: Battles.
It essentially can seamlessly segue from RPG to wargame and back.
Nice! To my to buy list it goes!
Now to think how I'm gonna convince the wife I needed any more RPG books :D
Here's a take on a more limited use of ACKS. Never say never, but in my current situation, I'll not be running it as is, because I've got too many casual gamers that aren't going to be interested enough in how it distinguishes itself from other games to make it worthwhile for me to do it. Sorry Alexander. :)
On the plus side, I've picked up the core books and most of the supplements related to domains, and am getting a lot of indirect use out of them in my D&D 5E campaign. In particular, I've got some semi-abstract domain and war activities going on that I need to relate to game in a consistent manner. The general wash of ACKS is very helpful in setting up plausible numbers and types of people moving in, their expectations, etc. I'm not mapping the ACKS mechanics directly to 5E, but I'm using it to inform my adjudication.
I think I want this now. And the idea of a Heroic Fantasy supplement really appeals to me.
ETA: Nevermind. Just got it. Not a bad price at all if it's everything y'all say it's cracked up to be.
Quote from: GeekEclectic;1109746I think I want this now. And the idea of a Heroic Fantasy supplement really appeals to me.
ETA: Nevermind. Just got it. Not a bad price at all if it's everything y'all say it's cracked up to be.
It is.
Quote from: estar;1109717ACKS is good stuff, stands up there with Harn material. And because the authors took the time to explain its underpinnings it is readily adaptable to other clones and other RPGs.
Yeah, for me the main value is in the presentation, which lets me easily use the material in any D&D based game from BECM Classic D&D to 5e. I haven't been using it in my Primeval Thule 5e game, since Thule has its own very simple handwavey rules for domain income & mass combat that fit my desired tone more closely than ACKS' simulationist approach, but if you want to let players *actually* build a merchant empire or literal empire as part of regular RPG play then the ACKS approach is great; just takes a bit more work.
I did this (https://wiki.rpg.net/index.php/Tyche%27s_Favourites) with it, and I'm liking it as a frame (http://www.autarch.co/forums/general-forums/general-discussion/acks-e6-generic-classes-historical-games) for my own historical games.
Domains@War is brilliant and could easily be played as a standalone wargame.
Quote from: Kiero;1109824I did this (https://wiki.rpg.net/index.php/Tyche%27s_Favourites) with it, and I'm liking it as a frame (http://www.autarch.co/forums/general-forums/general-discussion/acks-e6-generic-classes-historical-games) for my own historical games.
Domains@War is brilliant and could easily be played as a standalone wargame.
And Amazon has deep discounts on the two individual volumes right now.
I have a silly question: how much compatible material do Domains at War and Axioms have for non-OSR games (in my case GURPS)? I'm always on the lookout for different takes on the subject, and I haven't yet found one that I would consider far and away the "best" for me.
For reference as far as what I consider "compatible," I consider Kevin Crawford's "An Echo, Resounding" largely compatible outside OSR except for the class-specific abilities and D&D-based mass combat rules.
Quote from: Antiquation!;1109905I have a silly question: how much compatible material do Domains at War and Axioms have for non-OSR games (in my case GURPS)? I'm always on the lookout for different takes on the subject, and I haven't yet found one that I would consider far and away the "best" for me.
All the subsystem outside of monsters, spells, classes, and combat rules. Even with the monsters there is some useful material as far as treasure distribution goes. Most of the economic stuff can be figured out by just equating the cost of a measure of wheat between the two system. Then if something cost 2 measures of wheat in ACKS, then it cost 2 measures of wheat in the new system.
Quote from: estar;1109975All the subsystem outside of monsters, spells, classes, and combat rules. Even with the monsters there is some useful material as far as treasure distribution goes. Most of the economic stuff can be figured out by just equating the cost of a measure of wheat between the two system. Then if something cost 2 measures of wheat in ACKS, then it cost 2 measures of wheat in the new system.
Neat, thanks!
Great. Now the last few Domains at War hardcovers on Amazon are going to be bought before I can get one for Christmas... ;)
Quote from: RandyB;1110007Great. Now the last few Domains at War hardcovers on Amazon are going to be bought before I can get one for Christmas... ;)
Yeah; I already had DaW: Campaigns; this thread prompted me to order DaW: Battles off amazon.com since it's not available in the UK. £16 with shipping.